refactor(runtime): own canonical entity and object lifetime

Introduce one presentation-free RuntimeEntityObjectLifetime for the exact entity directory and ClientObjectTable. Make GameWindow, graphical projections, retained UI, interaction, session routing, create/delete integration, and reset borrow that owner while preserving synchronous retail ordering, dormant retention, and retry semantics.

Co-authored-by: Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-26 05:54:46 +02:00
parent d9bf4c4960
commit 5ef8b5371d
40 changed files with 712 additions and 170 deletions

View file

@ -579,7 +579,7 @@ public sealed class GpuWorldStateVisibilityTests
const uint landblock = 0x0101FFFFu;
const uint cell = 0x01010001u;
var state = new GpuWorldState();
var runtime = new LiveEntityRuntime(
var runtime = LiveEntityRuntimeFixture.Create(
state,
new DelegateLiveEntityResourceLifecycle(_ => { }, _ => { }));
WorldSession.EntitySpawn first = Spawn(0x70000011u, cell);
@ -624,7 +624,7 @@ public sealed class GpuWorldStateVisibilityTests
landblock,
new LandBlock(),
Array.Empty<WorldEntity>()));
var runtime = new LiveEntityRuntime(
var runtime = LiveEntityRuntimeFixture.Create(
state,
new DelegateLiveEntityResourceLifecycle(_ => { }, _ => { }));
WorldSession.EntitySpawn spawn = Spawn(guid, cell);